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457 lines
14 KiB
C++
457 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "ThebesLayerD3D9.h"
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#include "gfxPlatform.h"
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#include "gfxWindowsPlatform.h"
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#ifdef CAIRO_HAS_D2D_SURFACE
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#include "gfxD2DSurface.h"
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#endif
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namespace mozilla {
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namespace layers {
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ThebesLayerD3D9::ThebesLayerD3D9(LayerManagerD3D9 *aManager)
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: ThebesLayer(aManager, NULL)
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, LayerD3D9(aManager)
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, mD2DSurfaceInitialized(false)
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{
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mImplData = static_cast<LayerD3D9*>(this);
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aManager->deviceManager()->mThebesLayers.AppendElement(this);
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}
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ThebesLayerD3D9::~ThebesLayerD3D9()
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{
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if (mD3DManager->deviceManager()) {
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mD3DManager->deviceManager()->mThebesLayers.RemoveElement(this);
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}
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}
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/**
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* Retention threshold - amount of pixels intersection required to enable
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* layer content retention. This is a guesstimate. Profiling could be done to
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* figure out the optimal threshold.
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*/
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#define RETENTION_THRESHOLD 16384
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void
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ThebesLayerD3D9::SetVisibleRegion(const nsIntRegion &aRegion)
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{
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if (aRegion.IsEqual(mVisibleRegion)) {
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return;
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}
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nsIntRegion oldVisibleRegion = mVisibleRegion;
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ThebesLayer::SetVisibleRegion(aRegion);
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if (!mTexture) {
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// If we don't need to retain content initialize lazily. This is good also
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// because we might get mIsOpaqueSurface set later than the first call to
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// SetVisibleRegion.
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return;
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}
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D3DFORMAT fmt = (CanUseOpaqueSurface() && !mD2DSurface) ?
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D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8;
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D3DSURFACE_DESC desc;
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mTexture->GetLevelDesc(0, &desc);
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if (fmt != desc.Format) {
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// The new format isn't compatible with the old texture, toss out the old
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// texture.
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mTexture = nsnull;
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}
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nsRefPtr<IDirect3DTexture9> oldTexture = mTexture;
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nsIntRect oldBounds = oldVisibleRegion.GetBounds();
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nsIntRect newBounds = mVisibleRegion.GetBounds();
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CreateNewTexture(gfxIntSize(newBounds.width, newBounds.height));
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// Old visible region will become the region that is covered by both the
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// old and the new visible region.
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oldVisibleRegion.And(oldVisibleRegion, mVisibleRegion);
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// No point in retaining parts which were not valid.
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oldVisibleRegion.And(oldVisibleRegion, mValidRegion);
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nsIntRect largeRect = oldVisibleRegion.GetLargestRectangle();
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// If we had no hardware texture before or have no retained area larger than
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// the retention threshold, we're not retaining and are done here. If our
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// texture creation failed this can mean a device reset is pending and we
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// should silently ignore the failure. In the future when device failures
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// are properly handled we should test for the type of failure and gracefully
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// handle different failures. See bug 569081.
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if (!oldTexture || !mTexture ||
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largeRect.width * largeRect.height < RETENTION_THRESHOLD) {
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mValidRegion.SetEmpty();
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return;
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}
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nsRefPtr<IDirect3DSurface9> srcSurface, dstSurface;
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oldTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
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mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
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nsIntRegion retainedRegion;
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nsIntRegionRectIterator iter(oldVisibleRegion);
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const nsIntRect *r;
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while ((r = iter.Next())) {
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if (r->width * r->height > RETENTION_THRESHOLD) {
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RECT oldRect, newRect;
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// Calculate the retained rectangle's position on the old and the new
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// surface.
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oldRect.left = r->x - oldBounds.x;
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oldRect.top = r->y - oldBounds.y;
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oldRect.right = oldRect.left + r->width;
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oldRect.bottom = oldRect.top + r->height;
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newRect.left = r->x - newBounds.x;
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newRect.top = r->y - newBounds.y;
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newRect.right = newRect.left + r->width;
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newRect.bottom = newRect.top + r->height;
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// Copy data from our old texture to the new one
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HRESULT hr = device()->
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StretchRect(srcSurface, &oldRect, dstSurface, &newRect, D3DTEXF_NONE);
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if (SUCCEEDED(hr)) {
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retainedRegion.Or(retainedRegion, *r);
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}
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}
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}
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// Areas which were valid and were retained are still valid
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mValidRegion.And(mValidRegion, retainedRegion);
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}
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void
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ThebesLayerD3D9::InvalidateRegion(const nsIntRegion &aRegion)
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{
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mValidRegion.Sub(mValidRegion, aRegion);
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}
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void
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ThebesLayerD3D9::RenderLayer()
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{
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if (mVisibleRegion.IsEmpty()) {
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return;
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}
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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// We differentiate between these formats since D3D9 will only allow us to
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// call GetDC on an opaque surface.
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D3DFORMAT fmt = (CanUseOpaqueSurface() && !mD2DSurface) ?
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D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8;
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if (mTexture) {
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D3DSURFACE_DESC desc;
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mTexture->GetLevelDesc(0, &desc);
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if (fmt != desc.Format) {
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// The new format isn't compatible with the old texture, toss out the old
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// texture.
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mTexture = nsnull;
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mValidRegion.SetEmpty();
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}
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}
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if (!mTexture) {
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CreateNewTexture(gfxIntSize(visibleRect.width, visibleRect.height));
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mValidRegion.SetEmpty();
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}
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if (!mValidRegion.IsEqual(mVisibleRegion)) {
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/* We use the bounds of the visible region because we draw the bounds of
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* this region when we draw this entire texture. We have to make sure that
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* the areas that aren't filled with content get their background drawn.
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* This is an issue for opaque surfaces, which otherwise won't get their
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* background painted.
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*/
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nsIntRegion region;
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region.Sub(mVisibleRegion, mValidRegion);
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DrawRegion(region);
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mValidRegion = mVisibleRegion;
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}
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float quadTransform[4][4];
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/*
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* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
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* and size.
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*/
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memset(&quadTransform, 0, sizeof(quadTransform));
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quadTransform[2][2] = 1.0f;
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quadTransform[3][3] = 1.0f;
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device()->SetVertexShaderConstantF(4, &mTransform._11, 4);
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float opacity[4];
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/*
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* We always upload a 4 component float, but the shader will use only the
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* first component since it's declared as a 'float'.
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*/
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opacity[0] = GetOpacity();
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device()->SetPixelShaderConstantF(0, opacity, 1);
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#ifdef CAIRO_HAS_D2D_SURFACE
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if (mD2DSurface && CanUseOpaqueSurface()) {
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mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER);
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} else
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#endif
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mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER);
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device()->SetTexture(0, mTexture);
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nsIntRegionRectIterator iter(mVisibleRegion);
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const nsIntRect *iterRect;
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while ((iterRect = iter.Next())) {
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quadTransform[0][0] = (float)iterRect->width;
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quadTransform[1][1] = (float)iterRect->height;
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quadTransform[3][0] = (float)iterRect->x;
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quadTransform[3][1] = (float)iterRect->y;
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device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
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device()->SetVertexShaderConstantF(13, ShaderConstantRect(
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(float)(iterRect->x - visibleRect.x) / (float)visibleRect.width,
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(float)(iterRect->y - visibleRect.y) / (float)visibleRect.height,
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(float)iterRect->width / (float)visibleRect.width,
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(float)iterRect->height / (float)visibleRect.height), 1);
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device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}
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// Set back to default.
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device()->SetVertexShaderConstantF(13, ShaderConstantRect(0, 0, 1.0f, 1.0f), 1);
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}
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void
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ThebesLayerD3D9::CleanResources()
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{
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mTexture = nsnull;
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}
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Layer*
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ThebesLayerD3D9::GetLayer()
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{
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return this;
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}
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PRBool
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ThebesLayerD3D9::IsEmpty()
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{
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return !mTexture;
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}
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void
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ThebesLayerD3D9::DrawRegion(const nsIntRegion &aRegion)
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{
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HRESULT hr;
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nsIntRect visibleRect = mVisibleRegion.GetBounds();
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nsRefPtr<gfxContext> context;
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#ifdef CAIRO_HAS_D2D_SURFACE
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if (mD2DSurface) {
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context = new gfxContext(mD2DSurface);
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nsIntRegionRectIterator iter(aRegion);
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context->Translate(gfxPoint(-visibleRect.x, -visibleRect.y));
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context->NewPath();
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const nsIntRect *iterRect;
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while ((iterRect = iter.Next())) {
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context->Rectangle(gfxRect(iterRect->x, iterRect->y, iterRect->width, iterRect->height));
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}
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context->Clip();
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if (!mD2DSurfaceInitialized ||
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mD2DSurface->GetContentType() != gfxASurface::CONTENT_COLOR) {
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context->SetOperator(gfxContext::OPERATOR_CLEAR);
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context->Paint();
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context->SetOperator(gfxContext::OPERATOR_OVER);
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mD2DSurfaceInitialized = true;
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}
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
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mD2DSurface->Flush();
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// XXX - This call is quite expensive, we may want to consider doing our
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// drawing in a seperate 'validation' iteration. And then flushing once for
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// all the D2D surfaces we might have drawn, before doing our D3D9 rendering
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// loop.
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cairo_d2d_finish_device(gfxWindowsPlatform::GetPlatform()->GetD2DDevice());
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return;
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}
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#endif
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D3DFORMAT fmt = CanUseOpaqueSurface() ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8;
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nsIntRect bounds = aRegion.GetBounds();
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gfxASurface::gfxImageFormat imageFormat = gfxASurface::ImageFormatARGB32;
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nsRefPtr<gfxASurface> destinationSurface;
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nsRefPtr<IDirect3DTexture9> tmpTexture;
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device()->CreateTexture(bounds.width, bounds.height, 1,
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0, fmt,
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D3DPOOL_SYSTEMMEM, getter_AddRefs(tmpTexture), NULL);
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nsRefPtr<IDirect3DSurface9> surf;
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HDC dc;
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if (CanUseOpaqueSurface()) {
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hr = tmpTexture->GetSurfaceLevel(0, getter_AddRefs(surf));
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if (FAILED(hr)) {
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// Uh-oh, bail.
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NS_WARNING("Failed to get texture surface level.");
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return;
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}
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hr = surf->GetDC(&dc);
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if (FAILED(hr)) {
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NS_WARNING("Failed to get device context for texture surface.");
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return;
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}
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destinationSurface = new gfxWindowsSurface(dc);
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} else {
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// XXX - We may consider retaining a SYSTEMMEM texture texture the size
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// of our DEFAULT texture and then use UpdateTexture and add dirty rects
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// to update in a single call.
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destinationSurface =
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gfxPlatform::GetPlatform()->
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CreateOffscreenSurface(gfxIntSize(bounds.width,
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bounds.height),
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imageFormat);
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}
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context = new gfxContext(destinationSurface);
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context->Translate(gfxPoint(-bounds.x, -bounds.y));
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LayerManagerD3D9::CallbackInfo cbInfo = mD3DManager->GetCallbackInfo();
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cbInfo.Callback(this, context, aRegion, nsIntRegion(), cbInfo.CallbackData);
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if (CanUseOpaqueSurface()) {
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surf->ReleaseDC(dc);
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} else {
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D3DLOCKED_RECT r;
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tmpTexture->LockRect(0, &r, NULL, 0);
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nsRefPtr<gfxImageSurface> imgSurface =
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new gfxImageSurface((unsigned char *)r.pBits,
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gfxIntSize(bounds.width,
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bounds.height),
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r.Pitch,
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imageFormat);
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context = new gfxContext(imgSurface);
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context->SetSource(destinationSurface);
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context->SetOperator(gfxContext::OPERATOR_SOURCE);
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context->Paint();
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imgSurface = NULL;
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tmpTexture->UnlockRect(0);
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}
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nsRefPtr<IDirect3DSurface9> srcSurface;
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nsRefPtr<IDirect3DSurface9> dstSurface;
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mTexture->GetSurfaceLevel(0, getter_AddRefs(dstSurface));
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tmpTexture->GetSurfaceLevel(0, getter_AddRefs(srcSurface));
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nsIntRegionRectIterator iter(aRegion);
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const nsIntRect *iterRect;
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while ((iterRect = iter.Next())) {
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RECT rect;
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rect.left = iterRect->x - bounds.x;
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rect.top = iterRect->y - bounds.y;
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rect.right = rect.left + iterRect->width;
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rect.bottom = rect.top + iterRect->height;
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POINT point;
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point.x = iterRect->x - visibleRect.x;
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point.y = iterRect->y - visibleRect.y;
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device()->UpdateSurface(srcSurface, &rect, dstSurface, &point);
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}
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}
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void
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ThebesLayerD3D9::CreateNewTexture(const gfxIntSize &aSize)
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{
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if (aSize.width == 0 | aSize.height == 0) {
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// Nothing to do.
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return;
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}
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mTexture = nsnull;
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PRBool canUseOpaqueSurface = CanUseOpaqueSurface();
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#ifdef CAIRO_HAS_D2D_SURFACE
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if (gfxWindowsPlatform::GetPlatform()->GetRenderMode() ==
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gfxWindowsPlatform::RENDER_DIRECT2D) {
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if (mD3DManager->deviceManager()->IsD3D9Ex()) {
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// We should have D3D9Ex where we have D2D.
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HANDLE sharedHandle = 0;
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device()->CreateTexture(aSize.width, aSize.height, 1,
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D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, getter_AddRefs(mTexture), &sharedHandle);
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mD2DSurfaceInitialized = false;
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mD2DSurface = new gfxD2DSurface(sharedHandle, canUseOpaqueSurface ?
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gfxASurface::CONTENT_COLOR : gfxASurface::CONTENT_COLOR_ALPHA);
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// If there's an error, go on and do what we always do.
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if (mD2DSurface->CairoStatus()) {
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mD2DSurface = nsnull;
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mTexture = nsnull;
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}
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}
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}
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#endif
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if (!mTexture) {
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device()->CreateTexture(aSize.width, aSize.height, 1,
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D3DUSAGE_RENDERTARGET, canUseOpaqueSurface ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, getter_AddRefs(mTexture), NULL);
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}
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}
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} /* namespace layers */
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} /* namespace mozilla */
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